| 1 | /*! |
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| 2 | * @file mapped_water.h |
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| 3 | * |
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| 4 | */ |
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| 5 | /* example input in .oxw file |
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| 6 | <MappedWater> |
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| 7 | <waterpos>-500,0,-500</waterpos> |
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| 8 | <watersize>1000,1000</watersize> |
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| 9 | <wateruv>10</wateruv> |
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| 10 | <waterflow>0.003</waterflow> |
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| 11 | <lightpos>100,150,100</lightpos> |
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| 12 | </MappedWater> */ |
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| 13 | |
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| 14 | |
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| 15 | |
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| 16 | #ifndef _MAPPED_WATER_H |
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| 17 | #define _MAPPED_WATER_H |
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| 18 | |
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| 19 | #include "world_entity.h" |
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| 20 | #include "material.h" |
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| 21 | #include "shader.h" |
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| 22 | #include "effects/fog_effect.h" |
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| 23 | |
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| 24 | |
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| 25 | class MappedWater : public WorldEntity |
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| 26 | { |
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| 27 | public: |
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| 28 | MappedWater(const TiXmlElement* root = NULL); |
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| 29 | virtual ~MappedWater(); |
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| 30 | |
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| 31 | void loadParams(const TiXmlElement* root); |
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| 32 | |
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| 33 | void draw() const; |
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| 34 | void tick(float dt); |
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| 35 | |
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| 36 | // function to prepare renderpaths for creation of refleaction and reflaction textures |
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| 37 | void activateReflection(); |
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| 38 | void deactivateReflection(); |
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| 39 | void activateRefraction(); |
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| 40 | void deactivateRefraction(); |
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| 41 | |
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| 42 | // functions to set parameters for the water, usually they're called through loadparam |
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| 43 | void setLightPosition(float x, float y, float z) { this->lightPos = Vector(x,y,z); }; |
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| 44 | void setWaterPos(float x, float y, float z) { this->waterPos = Vector(x,y,z); }; |
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| 45 | void setWaterSize(float x, float z) { this->xWidth = x; this->zWidth = z; }; |
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| 46 | void setWaterUV(float uv) { this->g_WaterUV = uv; }; |
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| 47 | void setWaterFlow(float flow) { this->g_WaterFlow = flow; }; |
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| 48 | |
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| 49 | private: |
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| 50 | void initShaders(); |
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| 51 | |
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| 52 | private: |
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| 53 | Vector waterPos; //!< position of the water |
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| 54 | float xWidth, zWidth; //!< size of the water quad |
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| 55 | Vector lightPos; //!< position of the light that is used to render the reflection |
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| 56 | |
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| 57 | float move; //!< textures coords, speeds, positions for the shaded textures.... |
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| 58 | float move2; //!< |
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| 59 | float g_WaterUV; //!< |
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| 60 | float g_WaterFlow; //!< |
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| 61 | float refrUV; //!< |
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| 62 | float normalUV; //!< |
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| 63 | float kNormalMapScale; //!< |
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| 64 | |
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| 65 | int textureSize; //!< height and width of the texture |
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| 66 | Material mat; |
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| 67 | Shader* shader; |
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| 68 | Shader::Uniform* cam_uni; //!< uniform that is used for the camera position |
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| 69 | |
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| 70 | //FogEffect* fog; |
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| 71 | |
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| 72 | }; |
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| 73 | |
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| 74 | #endif /* _MAPPED_WATER_H */ |
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